You begin to alter the fundamental nature of an object enchanted or transmuted by magic. You select a single object under the effect of a spell of 3rd level or lower from the Enchantment or Transmutation schools with a duration of at least 1 minute, such as the magic weapon spell. Doing so allows you to attempt to strengthen the bindings of the magic affecting the object. If you are successful, the original spell's duration increases to 8 hours and if that spell previously required its caster's concentration, it no longer does.
The type of objects you can transmogrify with this spell has some restrictions. The object can be no larger than 5ft in any dimension. Alternatively, you can transmogrify up to 20 pieces of ammunition affected by the same spell. If it is a magic object or wondrous items, the spell becomes more complicated, which is explained below. If you attempt to cast this spell on a object with a qualifying effect that would fade before you finish casting this spell, its duration is extended at least until you finish casting this spell.
Alternatively, you can cast this spell on an object conjured or created with magic, providing it has the appropriate minimum duration, it has no Intelligence, Wisdom, or Charisma scores, is not alive, and meets the other normal requirements of this spell. The conjured object cannot be used or wielded while you cast this spell. If the magic conjuring or creating the object requires it to remain in contact with its conjurer or creator, that creature must do so for the duration of your casting.
To perform the transmogrification, you must supply material components which correspond to the magical effect you are targeting. The cost of the materials is based on the power and complexity of the spell. You can transmogrify an object conjured or affected by a spell of 1st level or higher by providing 75gp worth of materials per spell level. If the target spell was cast at a higher level, you must provide material components according to the level at which it was cast.
The type of material components you must provide for the spell changes according to the nature of the spell. For magics of the Evocation and Enchantment schools, you can provide rubies, opals, fine quartz, or other similarly hued gems. For spells from the Abjuration or Divination schools of magic, you must provide pearls, clear crystals, or fine silver of appropriate value. For spells from the Transmutation or Illusion schools of magic, you may provide any fine material of appropriate value.
Objects made of exquisite materials more readily accept the power of such spells and can retain them more easily.
Unblessed or otherwise mundane wood, lead, iron, steel, or stone: DC 15
Objects ritually blessed or prepared for permanent enchantment, or an object of great significance to the creature who cast the original spell: DC 14
An object made wholly or partially of gold, silver, or electrum: DC 13
An object made wholly or partially of platinum, mithril, or adamantine: DC 12
When you finish casting this spell, you make a spellcasting ability check. You may apply any proficiency you have with Arcana, tinker's tools, jeweler's tools, or smith's tools. On a success, the magic is bound into the item for the duration of the spell. The magic cannot be dispelled by spells such as dispel magic. If the object enters an area that nullifies the effects of magic items, such as an antimagic field, it functions as a normal magical item would.
If the object is a wondrous or magic item already, you must make a Charisma saving throw as you alter the essence of a powerful magic object. The saving throw's DC is based on the object's rarity. An uncommon or common item requires a DC of 13. Rare items require a DC of 15, very rare items have a DC of 20. You cannot modify legendary items or artifacts with this spell. If your saving throw is successful, you need not make the spellcasting ability check as you weave the new magic into the existing properties of the item.
If you fail you ability check or saving throw, the spell slot is wasted, any effect you were attempting to make permanent is removed, and the provided materials are destroyed.
Weapons, armor, or ammunition you successfully transmogrify are considered magical for the purposes of overcoming resistance to nonmagical weapon damage for the duration or ignoring effects that target nonmagical objects. The effect lasts for the duration of the spell or until you cast this spell again. If you do, the effect fades from the original object and you transmogrify the new object.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, you can extend the duration of the transmogrification to 24 hours or until you cast this spell again. You can make the effect permanent by casting the spell on the same object every day for 1 year and 1 day. To do so, you must cast the spell on the same object before it ends as though targeting a 7th level transmutation effect, providing the appropriate material components. Expending a spell slot of 8th level counts as 30 days worth of casting. Expending a spell slot of 9th level this way counts as 120 days worth of casting.
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Posted Dec 26, 2018Version 3 Change Notes:
(Didn't realize I had published an old Version).
Note: when using this spell at 7th level to convert a spell enchantment to a permanent one, you spend the material components as normal (75gp/spell level of effect) - say, for instance, magic weapon cast at 2nd level. Being a transmutation spell, you can just pay 150gp for the effect. Within 24 hours, you must repeat the process using a 7th, 8th or 9th level spell slot. Regardless of the spell slot level you expend, you are now targeting the 7th level Advanced Transmogrification effect, not the original 2nd level effect, and you must expend 525gp of materials and succeed at the ability check. The extended duration is still only 24 hours, but if you cast the spell using an 8th level spell slot, you effectively knock a month off of the time required to make the spell permanent, and a 9th level spell knocks off 4 months. If your setting has a year with 12 months and you are a 17th-level spell caster, you can complete the ritual to create a permanent enchantment in 5 days by expending a 7th level spell slot on the first day and then 9th level slots on each subsequent day, plus a total of 2250gp worth of materials (150gp for initial transmogrification, then 525gp on days 2, 3, 4, and 5).
At your DM's discretion, certain artisan's tools may not apply to different transmogrifications. For example, if you are transmogrifying a ring that has been enchanted by some magical spell, your tinker's tools or jeweler's tools may apply, but your smith's tools may not.
Finally, I specifically left Necromany off as a lit of spell types that could be sustained through Transmutation. That said, I don't see why it wouldn't be possible, and if Necromancy isn't especially evil in your setting, then just give it a good flavorful cost, like marcasite or onyx. In my setting, Necromancy is evil, which is the main reason people don't run around popping off Raise Dead all the time. But since it was specific to my setting, I kept this bit out of the core spell. If you don't mind the darker side, consider allowing the following option:
"For effects manifested by Necromancy, the spell requires blood sacrifice. The blood must be from a living (or recently deceased) creature with an Intelligence of 6 or higher. A creature must provide at least 25 hit points worth of damage in blood per level of the targeted effect. A creature (or a corpse) cannot provide this component if it lacks blood, such as if it were an elemental or construct."
Using the logic above, if there was a 2nd-level Necromancy spell that enchanted an item that you wanted to make permanent, you would need to sacrifice 50 hit points of damage to transmogrify the item on the first day, followed by 175 hit points on each subsequent day.
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Posted Dec 26, 2018Finally, if your game cares about this, you can consider any of the following option:
"The item counts as a magic item. You can choose whether or not it requires attunement, and what restrictions to place on that attunement. For example, you can choose to transmogrify an item and limit the creatures that can attune to the item to the caster of the original spell, a creature with one of their classes, a creature that shares their alignment or faith, or any other requirement, so long as the creature that cast the original enhancing spell or effect is still capable of attuning to and wielding the item."